I would like to present my ongoing work - that I would also like to get approved and tested eventually. I'm HDN_Lor - I mostly play on GK siege - I was inspired by the recent homemade maps to try my hand at it. I have an history in mapping (in other games).

Im a big fan of Tolkien's work - so I right away went for related maps. I plan on doing mostly M-E maps for now, and siege maps. Since I only play on GK Siege - this is where Id like them to end up.

Rivendell

Rivendell was a refuge in a Valley - so I did not want to fortify it too much as it wasn't a castle per se. Still I've garnished it with a Gate.

Red squares = attackers spawnBlue squares = defender spawnsAttackers start on the High Moors. The main way is down the circling stairs - you can through the bridge which leads to the Gate, and to a tiny ladder by the bridge's side - which itself leads to the rempart where there are multiple options (there is another ladder to get to Gate room - although you can use stairs from other side of gateroom).

Other than the bridge, you can cross through the Fords of Bruinen and escalade the mountain side a little bit to get on the rempart with an easy access to gate room from stairs. Its of course a little longer.

Another way is - right from the spawn, going down a little slopey track on the right side of the mountain to a 14m ladder that gives on a jetty. this will take the attacker to the back of the town, there is a narrow passage that can be defended. This route is a little longer as well.

Getting to flag, there are three platforms with wide stairs. There is a wide stair to get to first platform. There are two sets of stairs to get to the second platform. And there is a bridge to get to the Flag platform.

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It takes about 25seconds for attackers to get to Gate.Defenders spawn probably 10-15 secs from Flag.

Of course it needs testing - Ive tried to make it fairly easy for the attacking side.

Tell me what you think.

ps.I still have to figure out how to export a map yet

Last edited by Lor on Fri Sep 09, 2011 2:37 pm; edited 1 time in total

First, welcome to the guild. Once you complete the map we will add you to the associate usergroup. I would not mind at all hosting your map on a private server for testing and I could gather some of the boys together to help test out. Once we iron out any glitches or bugs I would be happy to host it on the siege server. If you want we can meet on our team speak so we can chat about the map as we explore it.

Exporting maps is pretty simple. Just go into your scjobj folder and look for the proper .SCO file. I will also need the terrain code you used in the module_scenes file. Thats it! You can send those to my email when ready and we can get the ball rolling.

Great map, I really like some of the touches you added to it. There is a major game breaker bug or two you need to fix, and a lot of minor glitches. We should meet so I can point them out. I will host the map on my private server. We can talk in game chat or on TS3. Just give me a good time for us to meet.

Eidridin - yes attacking archers have higher grounds. Im not sure how that-ll affect gameplay. You could climb up the back-mountain from the side I believe - I remember trying it. However it takes quite some time - Im not sure its worth the effort really.

Ill try and catch dave some time this year I moved and have limited time - Id rather play when I get the chance.

Well Lor if you want I can handle the few fixes to the map, Mostly just spawn and game play issues nothing really needs to be changed to the map itself. It should only take 10 minutes though to show you what the issues are. I think the map is sweet would be nice to get it online!

Nah I don't need any credit you did a great job overall on the map you deserve full credit. I am just lending my experience to the whole thing that's all. I hope in the future you can make more maps I really like this one. Congrats and when I get it online let me know when you want to see it and I will switch the server to the map so you can play it since landing on it in the rotation can be tricky since we have so many maps, unless you plan to play an entire day in a row

Path-1 climbs up the hill and goes through the gate (of course Gate has to be opened - although you can jump over gap with horse). Straight walk to flag when gate is open is 43s from main spawns. Although there are 5 spawns that are 26s from flag. So an average walk of 40s to flag.

Path-2 is the nearest choice (38s to top of battlement) - its a tall ladder that gets you on the battlement, and is right beside the big wooden doors leading to flag area (48s from spawns to Wooden Gates through this route)

Path-3 is another option that leads to a small breakable door (38s from spawn). However its quite open for archers to decimate attackers. Otherwise - breaking it down leads right into flag area, and just by the winch to open Main Gate.

Path-4 is the longer underground path that goes to the center of the town. It takes 54s to get off the tunnel into the town. You may from there join Path-2 and go for wooden Gate (70s total to get to Wooden Gate from tunnel) or you can use Path-5 which goes over a broken-down battlement section and get into Flag area.

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Ive just finished the bulk work. I still am detailing it - and looking for bugs or uglinesses - So I wont attach sco-s yet, probably this week-end.

Regards,

Last edited by Lor on Wed Sep 07, 2011 9:57 pm; edited 1 time in total

Lor may I suggest adding some trees and bushes and maybe some other forms of hard cover to your Rivendell map? We are getting some major complaints about it being too archer friendly and even calls to remove it from the GK rotation. It could take maybe 15 minutes to add the necessary things. If you would like I could give it a go unless you wanted to do it or do not want to do it at all. Let me know whats up.

sure go ahead. The two times ive played it - it made a rather good impression on people. Although it must depend on the factions used. I wouldn-t put the vaegirs on attack. But sure - you can modify it at will, its fine by me.